Skill Order

Champion Matchups

Introduction

Jinx is a very high damage, very well scaling ADC (Attack Damage Carry) with great siege potential, 1v1 ability, CC utility, ability to snipe people off that would have normally gotten away, and the ability to snowball winning team fights with her passive's movespeed bonus. Her one major weakness is her lack of self peel, but is made up for by the dueling power her minigun brings, and by not getting stuck in a bad situation in the first place by staying back with her high ranged rockets and CC potential.

While it sounds incredibly OP on paper, her all-in, no escape style of gameplay makes her vulnerable to falling behind in a game and bad positioning in a team fight. When you factor in that and the fact that most of her abilities are skill shots, and the ones that aren't skill shots have a niche role to play that you have to learn how to use and when to use, you have a rather high skill champ to play which makes up for what she excels at.

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This guide will be focused on how to play her as a bot lane ADC, although you can play her in other lanes as well.

Pros:

High damage

Good dueling potential

Great tower sieging ability

Great crowd control

Sniping ability

Lane dominate if played correctly

Can snowball teamfights very easily

Reminds me of Yuno

Cons:

No escape abilities

Skill shot oriented

No middle ground with auto attacks. You have to either deal with low range or worry about your mana, depending on which gun you are using.

High skill cap

Has a bit of a learning curve compared to other ADCs. She is not your average right clicker.

Her skill set baits a lot of people into rushing BOTRK on her.

Masteries

21/9/0

Pretty much your average, auto-attack reliant ADC masteries to squeeze out as much damage as possible ,while dipping into the defensive tree to make barrier, cleanse and your early game survival more effective.

Specific Grabs And Why:

Destruction: I choose Destruction over the extra point in Havoc because Jinx is such a fantastic siege champion, so increasing that by 5% for only one point is well worth losing an extra .77 damage.

Summoner's Resolve: You grab this to make your barrier and cleanse stronger. As a champion with no escapes aside from your summoners, grabbing this on your way up the defensive tree is well worth it for just one point.

3/3 Hardiness: I complete this talent instead of grabbing MR because most of my trades as an ADC will involve the enemy ADC's auto attacks and minion damage, which both will be reduced by armor. This is personal preference though, and if you'd like to take some points in Resistance instead for early game magic resistance against for example a Corki or a Sona, then go ahead.

Full Explanation:

Coming Soon

Runes

Nothing fancy here, just typical ADC runes that you run on pretty much every ADC.

Flat AD reds: You use these to last hit and increase your Zap! ability damage. It's basic grade school League knowledge that if you can't last hit, you can't play this game well, especially on a carry champion that is so gold reliant like Jinx. This is why I refuse to put armor pen runes here instead.

Armor yellows: Best yellows in the game. Helps you trade hits with the enemy ADC and reduce damage from minions and towers.

Magic resist blues: Helps out with any magic damage that might screw you up early game. It's a personal preference/belief of mine that the advantage runes give should be centered around the early game, while letting items take care of the mid and late game, and even more so on Jinx because a Jinx that is behind is not a very useful Jinx, however if you don't feel the same way I do, then go for magic resist per level blues instead. Either way though, the best choice for your blue slot is magic resist.

Lifesteal quints: These, in combination with a doran's start, make it very easy for you to sustain in lane will still leaving a large window of aggression open. There are some people that like to take an extra AD quint and just have two lifesteal quints instead so they can last hit under tower better, but a 3 stack machine gun makes it to where Jinx doesn't have that problem, as she can a minion twice before the tower does.

Summoner Spells

Explanation:
Jinx's lack of on-demand self movement abilities (her passive is not on demand) makes flash a necessity, and regardless if she wasn't, Flash is easily the best summoner spell in the game due to it's lifesaving and play making potential that no other summoner can match. Not having it puts you at a significant disadvantage to those who do, despite it's long cooldown.

As for the second summoner though, you have a few options. The go-to option would be barrier, which will help you win duels, survive all-ins, and bait fights into your favor when the enemy forgets that you have it.

The next option would be cleanse, which is also good considering your lack of self-positioning abilities should you get caught out by a CC.

After that, the final option would be ignite for a really ballsy Jinx, allowing you to pick up kills when people misjudge your damage potential and/or they are champs that rely on healing to tank your damage, such as Volibear or Mundo.

The rest of the summoners I would consider incredibly niche or just plain bad and would not recommend.

Skills

Passive: Get Excited!

Explanation: This passive makes you a ranged, attack damage version of Kassadin or Katarina for teamfights, and is your only ability that you can rely on to escape situations, which further fits her role of a very "all-in" champion. One kill in a teamfight will lead to the next, which leads you to get in range of the next, and of the next, which in a best case scenario will lead to a pentakill.

It should be noted that the timer on things to die since the last time you killed them is a very very low 3 seconds, so keep that in mind if you plan on using this ability to escape on a target that is slowly dying to someone else's damage.

Q: Switcheroo!

Explanation: This is Jinx's bread and butter and what makes her so versatile, at the cost of never having a middle ground. Her mini-gun gives her superior single target damage and dueling potential at the cost of a low 525 range, while her rocket gives her an extra 10% damage, a superior 700 range when maxed out (to give a visual, equal to only 3 range under a level 18 Tristana who sits at 703) and an AoE effect that can crit at the cost of mana. You max this first to excel at both, but more specifically the rockets, as 700 range at max rank is just too good to pass up.

The trick is to figure out when to use what in each specific situation, with the rockets being the safer bet but the mini-gun giving superior damage against un-clumped targets at the risk of putting yourself in danger.

When deciding, remember your lack of escapes and the fact that a dead ADC does no damage.

W: Zap!

Explanation:I was contemplating maxing this first if ranks in Q wasn't so useful for the laning phase and also more consistent due to Q not be a skillshot.

At max rank, this skill gives a 70% slow and a very high damage poking ability which further increases her sieging potential as well as giving her team to catch up to unfortunate targets who happen to get caught out by it. You max this second to increase the slow, damage, and cooldown amount significantly.

E: Flame Chompers!

Explanation: This is Jinx's only defensive ability, which when combined with Zap!, can also be used offensively on opponents running away to lock them down and kill them, although you should keep in mind that if you use it offensively, you can't use it defensively due to it's long cooldown, which may lead to a dead Jinx.

You max this last because it's a one point wonder spell that is mostly used for it's utility, not damage.

R: Super Mega Death Rocket!

Explanation: Jinx's ultimate, and a surprisingly effective one for what seemed like a cheesy global skill shot. This skill does a very significant amount of damage, especially to low health targets due to it's execute portion, while not even being that hard to hit due to it's hitbox and the speed that it travels. It only takes about the same range of Zap! (1500) to reach it's full damage potential, which makes this an effective weapon against low health champions who are only just out of reach.

There are two good tricks to keep in mind when using this spell. The first is to surprise low health opponents at a range is to hit them with Zap! first and then use this skill. Unless they have a self repositioning spell they can use, they cannot avoid the damage from her ulti due to the 70% slow that a maxed out Zap! will give, which will lead to a lot of surprisingly free kills by people who aren't expecting it.

The second is that, in those situations where you are a far away, the enemy team is running from your team, and you see a low health target that's about to die, you can ulti them to proc your passive to catch back up to them and try and secure more kills.

Skill Order

> > >

Aside from the ulti which you max at the usual levels 6, 11, and 16, you max Q first for the extra range on rockets and single target damage on mini-gun which is too good to avoid, followed by W for the extra slowing potential and damage, while leaving E for last because it's your one point wonder utility spell that doesn't desperately need the levels in it.

There are some people who prefer to Max W before Q for the damage and increased slow, but I don't agree with it. It's not consistent considering it's a skillshot that can be blocked by minion (I'm an Ezreal player, hush), and the extra attack speed from minigun/extra range on rockets is just too good to pass up during the early game.

Item Builds

Starting item:

This is the go-to starting item for an ADC. Combined with lifesteal quints, this item gives enough sustain simply by autoing creeps to keep you in lane, while giving you the health and attack damage needed to win trades. It might be a good idea, in a bad situation where your first recall back to base is only about 500 gold, to pick up another one of these to help you out early on.

Build 1: Standard, Early Game Dominance.

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With the most AD an item can give you in the game as well as the most lifesteal, which Jinx scales well off of both, this item alone can make you an early game powerhouse. I recommend rushing this in normal cases where you see yourself needing to dominate and/or survive the early game more.

There are a lot of people who prefer the Blade Of The Ruined King rush over this as their lifesteal item instead, but I couldn't disagree more with that. Rushing BOTRK provides attack speed which Jinx does not scale as efficiently with as AD or Crit, due to her low base attack speed and her Q which gives her a lot of attack speed anyway, and this item doesn't have either, so if you get this, you'll find that your damage potential is a lot lower than it should be.

You have to get boots at some point, and it will usually be these. They are the cheapest boots available as well as the only ones that provide a damage boost to your auto attacks, which is what Jinx is all about. There are very few situations where you will want to buy any other boots over these.

Here's one thing about Jinx I kinda like, is that buying attack speed items on her early isn't a necessity. Her minigun provides so much already that in a situation where you're ahead and you get to use it a lot, you can go straight for the Last Whisper to increase your damage from autos and abilities even further.

And even if you aren't reliant on your mini-gun in certain situations, I'd still recommend getting this item after The Bloodthirster, as it affects Jinx's abilities as well.

Either way, you will have to end up getting this item because percentage armor pen is a ridiculous stat to have, so buying it gets a ridiculously important part of your build out of the way.

The base attack speed on Jinx won't last you forever and you'll need to scale into late game with crit, so you'll have to aim to get an attack speed item eventually. I like this item a lot more on her than Phantom Dancer because Jinx's attack speed is already so high with machine gun that proccing the shiv proc is really easy, and when you crit with rockets it'll come with an added boost of electricity as well, which will often be enough to one shot the back wave of creeps.

You have have damage, you have percentage armor pen, you have life steal, you have attack speed, you have crit, now all that's left is to have it scale all into late game with even more damage and crit, so you get this item. You may want to put this item off for last and get a defensive item instead if you find yourself in a situation where you may day easily, but you always make sure to get this item.

Build 2: Scaling faster

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Jinx scales incredibly well off both Attack Damage and crit due to the free steroids that her Q gives, both attack speed AND a rocket that scales off AD and can AoE crit, that in a best case scenario where you dominate lane, get a lot of farm early, and don't see yourself needing the lifesteal component of The Bloodthirster as much, this is good to rush to get to your late game build faster.

Aiming for either a BF sword or a pickaxe and getting what you didn't get on the next back, saving the cloak portion for the very last.

Same as with build 1. There are very few situations where you will want to build other boots over this item because of it's low cost and damage potential.

You get this item next because you get more crit, which means more Infinity Edge crits, more attack speed,and more fun, and it's fun with electricity.

Aim for the zeal first unless you have just enough gold for the Avarice blade when you shop, and then complete the item.

Now you'll want to consider shredding some armor for those armor stackers, so this is the item you get for it. Pay attention to how much armor the enemy team has though, because The Bloodthirster might be a more effective first purchase after your core instead of this. Despite what you do end up getting first though, you should at the very least always make sure to get this item second.

This is a good alternative to last whisper if you're ahead and the enemy team doesn't have armor yet. With an extra 60 AD fully stacked compared to Last Whisper and an added lifesteal component, you'll be doing a lot more damage and be able to survive/sustain a lot more. If armor is an issue though, simply get this item after Last Whisper.

Defensive items:

Even though it's considered primarily an offensive item, here me out. When you consider Jinx's complete lack of a self escape ability aside from her passive, getting this for the active component to slow attackers down and speed yourself up is a great idea, especially considering this provides more offensive potential than any other defensive item considered, which in itself is another form of defense.

If there is no assassin heavy presence on the other team, I will often get this item as a 6th item instead of a GA to do more damage and basically become a lifesteal tank. However, I will hardly, if ever, rush this item on Jinx due to the minimal amount of damage it brings as a rushed item.

This is a good item to get generally as your last item, or if you're so fed already and people are looking to focus you down. The rule of League late game when both teams have a good late game team is that the team with the most GA's wins, so keep that in mind.

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Quicksilver sash is the item you get when there is a fiddlesticks, warwick, malzahar, or basically any hard single target hard CC champ on the other team looking to lock you down, or to cleanse things such as Vlad's or Zed's ultimate damage. It also adds a BF sword's worth of damage should you choose to upgrade it into a mercurial scimitar later on, but shouldn't be upgraded until you can't upgrade anything else.

Bot Lane Friends and Foes (Match Ups and Pairings)

Jinx is a very lane dominant champ due to her high damage, high poke, lane pushing and sieging abilities, however it's not as simple as simply right clicking your way to victory. There are match ups you need to be wary of against better duelists and better pokers.

There are also plenty of supports that will help you succeed in your main goal of blowing everything to bits, so it's important to be wary of them too.

Match Ups:

Please note that all of the following match-ups are envisioned with equal support presence.

Rating: Easy and Hard

If I was using expletives in this guide, they would all be located right here. I hate this champion with a passion. This match up is easy and yet at the same time very hard, because if you make one mistake, you lose the lane hard.

Vayne has a horrible pre-6 laning phase, but always manages to catch back up. You can stomp her early, but if you get caught out by her, you automatically lose that fight and she snowballs because Vayne is such an incredible duelist with her condemn stun, ulti's invisibility, and mobility with Q. Especially once she gets her Blade of The Ruined King which will prevent you from running in the first place due to Jinx's lack of escapes and have you condemned into a wall if you're seriously caught out. This is why even though it's an easy laning phase, you have to play it well otherwise you will fall behind.

Advice: Do not get caught out, or just ban her in ranked.

Rating: Medium

It depends on the skill of the Ezreal, but generally you won't win this lane. He out trades you early if he lands his Q, he will generally out duel you, and he's also a lot more mobile which makes his early game a lot safer as well. However if you do get ahead in this lane, you'll be able to carry harder as you scale better than he does.

Advice: Play safe early while looking for random kill opportunities that may come up against bad Ezreals.

Rating: Easy-medium

You won't be able to out duel him or out burst him with equal items, but generally you should just have your way with him in lane with your range advantage and be able to scale better, so that won't even matter. Graves is a gimmicky, tanky, bursty ADC that excels off getting fed by using his support to help burst down people, but does not really excel to well in today's meta in most other situations. He's not unplayable for sure, he's just not picked often for the same reason that Jinx will be able to abuse him, which is the range and utility disadvantage of Graves.

Advice: Watch out for their support. If the support can CC you, that may often lead to you getting one shot without summoners up.

Rating: Hard

M-M-M-M-M-METAGOLEM

Unfortunately, at this current place in time, this champ is OP, and will generally be able to do everything you can do with equal items, but better, and more. This includes things like dueling, escaping, harassing, poking, sieging, and armor shredding. The only advantage Jinx has here is her play making potential with her long ranged skill shots and late game damage with full items, as well as better sieging if your team is ahead because of Jinx's long range rockets. For everything else, you're screwed.

Advice: Ban him in ranked, or look to make plays if the opportunity shows itself. If not, just play safe and keep up with him and it won't be too bad.

Rating: Easy

Pretty much as with an ADC vs Tristana, you can abuse her early, but she will outscale you later on. Just be wary of her level 6 burst and jungle ganks and you should be fine.

Advice: Push the lane under her tower and look to get objectives sooner than later while Tristana is still weak.

Rating: Easy-Medium

You aren't going to win the poking war against a decent Caitlyn, but you should be able to survive against her with your ability to keep the lane pushed with your minigun's ATK speed and rocket's range and AoE, and when the time comes, out duel her and out scale her. If anything, I'd consider Jinx a straight up counter to Caitlyn for that reason alone, which is fitting considering both of these character's lore.

This champ will carry a lot harder than you will if you don't keep up in farm. He has the same weakness as you, which is the lack of escapes, but makes up for it with his duel potential, burst, AoE teamfight ability, as well as being able to roam the map quickly to snowball with his stealth once the laning phase is over. However, Jinx does have an advantage in sieging and the early game, so take advantage of that.

Advice: Dominate early and look for objectives, but be wary of being caught out by him out of stealth and with his slow.

Rating: Hard

Personally, I don't understand why this champ isn't played more, but that's just me. He out trades you rather heavily early on, out duels you, and has the potential to get his items faster than any other ADC which he scales very well off of due to his passive, as well as making comebacks out of no where because of his passive as well. His weakness is that he's a very all-in type of champ just like Jinx, but Jinx has the ability to use her CC to stop his assault or catch him out so that you and your team can burst him down, which will put you in the lead. Jinx, as with most match ups, also has an advantage with sieging should you get ahead.

Advice: Play very safe early on and make sure he does not get an advantage on you, and if you get an advantage on him, make sure that you do not duel him otherwise he will catch back up, because he's a far better duelist than you are.

Rating: Medium (Skill Match Up)

Varus is like a more straight forward version of you with less siege potential. His passive lets him snowball team fights just like Jinx's passive, his Q gives him poke just like Jinx's Zap!, his E deters aggressors just like Jinx's Flame Chompers, and his Ulti can catch people out of position just like a combination of Jinx's E and W, although his ulti is just in general better than Jinx's ulti. Jinx has the advantage here in duels and sieging.

Varus can hold his own against long ranged attacks and will generally be able to out burst you early on and win the poke war, but for the most part this is a skill match up. Whoever wins this lane has the potential to snowball teamfights harder than the other, which will often end up to won games. If both remain even in farm however, Jinx has the advantage because she has better self peel, sieging potential, and team fight damage compared to Varus, who's strength relies mostly in his ulti.

Advice: Play smart, and if you are looking for risky plays, think twice about it and remember that you out scale him anyway and he can catch you out with his ulti.

Rating: Medium

He out trades you when his W is on, so avoid that, and he will probably be able to do more damage than you will later on, so look to make plays early game when you are stronger than he is. Jinx has an advantage in crowd control as well as in sieging when ahead, but not by too much as Kogmaw also has a range increasing ability and a poke ability with his Ulti.

Advice: Look to dominate early and put yourself at an advantage, but do so when his W is down so that you can win trades. Be careful of getting caught out by his E slow.

Rating: Easy

You out damage her, you out scale her, you out siege her, you out poke her, but her ulti being 10x more useful than yours, with that being the main reason pick Ashe in the first place. You can abuse her early, but avoid that damn arrow.

Advice: Take cleanse, abuse her early with the range, and have a hayday with how fed you get.

Rating: Medium

I know he isn't played much because of his non-existent pathetic excuse for a wave clear ulti, but don't underestimate him. He is an exceptional duelist and frankly isn't all that bad in the lane phase either if played correctly. He also has a self-escape which you don't have with built-in slow removal for your Zap!, which makes laning against him all the harder.

Advice: Play smart and look to poke him instead of an outright engage on him, and then outscale him later on.

Rating: Easy

She's a better duelist than you and has a better ulti, but that's the extent of it. You will do more damage than her, siege better than her, out-poke her, and out-scale her. Have fun with her, just don't fight her head on. If you do get caught in a situation where you are losing a 1v1 with her, simply disengage with Flame Chompers and a Zap! in her direction.

Quin is not a lane dominant champ, and she does not have the siege potential that you have, however you cannot duel her at practically any point in the game even if she is she a good well bit behind, which she can engage very nicely in with the move speed her ulti provides, and she has 10x the self peel that Jinx could even dream of having.

Advice: Abuse her, but do not duel her, and be careful of her ability to catch you out with her ulti's incredible move speed.

Rating: ???

Let's wait for the rework on this one.

Good Support Pairings:

It depends on if he can land his hook, but if he can, Blitz is a very good support that Jinx synchronizes very well with it by stun locking the pulled target down with Flame Chompers and Zap!.

This one is like Blitzcrank, just more disgusting, and probably Jinx's best support option available. He provides literally everything Jinx could want in a support aside from lane poke, which is made up for by giving Jinx the escape she doesn't have, the peel she doesn't have, and the lock down potential of Thresh's hook + flay + box combo that syncs very well with Jinx's Flame Chompers and Utility, offering a good 7 or so seconds of CC lock if played correctly.

This is probably Jinx's second best support option and works very similarly to the Zyra/Ashe combo people love to use. Zyra provides quite the bit of self-peel, burst, and catching/CC lock potential, so picking her is a good idea.

Just watch out for champions that don't care about CC such as Vi and Malphite. They will wreck you, because now neither of you have escapes.

This champ is a good combination of both lane winning ability with poke and giving the peel that Jinx needs with Lulu's Ulti and speed boost, while proving CC locks on those that Lulu chooses to polymorph.

Although generally Jinx doesn't need that much help early on in winning lane, Sona is a fantastic pick to even further increase your lane winning potential with her heals and poke, while providing a great teamfight ulti as well that syncs with Jinx's Flame Chompers and Zap! for CC locks.

If you were looking to absolutely curb stomp a lane and thresh was banned, Nami is the champ I would pick to do that with. Nami's passive provides a good bit of self-peel, Nami's auto-slow is absolutely deadly on rockets, Nami's healing provided is very nice, random bubbles will lead to CC locks with Jinx's Flame Chompers and Zap! which will lead to free kills, and Nami's ulti can lead to catching people off guard who are running away and lead to miraculously effective all-ins.

The only weakness here is the same as Zyra. If you are up against people who don't care about CC, such as Malphite and Vi, you'll have a tough time.

Early Game

Your early game is situated completely on getting as much CS as you can and controlling the lane the best you can. Use your mini-gun to last hit in normal situations and your rocket to last hit in situations that a bit more dangerous, all while trying to get as much hits off on the enemy ADC and support so you can look for some kill potential.

In terms of lane control, Jinx's massive attack speed bonus and rocket launcher AoE will allow her to push the lane harder than most ADCs can do early game, so you can try and force the minion wave under their turret so you can start putting damage on their turret, cause the enemy ADC to lose some CS to the tower, and harass the ADC under tower with your long-range splash rockets. Just keep in mind if your lane is warded or not though, because a pushed up lane is enemy jungler bait.

Generally, the best way to go about harassing early game is to use your long ranged rockets and the occasional Zap! tossed in their direction, but that's only for harassing and when you need to stay safe. It's important to note that when you can, you should be using your minigun to fight instead of your rocket, as it does a lot more damage than the rocket does in duels. Combine the minigun with Zap!s and Flame Chompers to zone to take an advantage in early skirmishes.

Mid Game

Jinx specializes in objective control more than other ADCs do mid game, which is good, because mid game is where you want to start looking for turret kills and dragon kills. Jinx's minigun can take down dragon and towers extremely quickly, but for those situations where you can't reach either safely, you can use your long ranged rockets instead. If anyone attempts to stop you, it's as simple as tossing out Zap! and Flame Chompers to deter their aggression.

In those situations where you are behind however, you'll want to aim at simply killing as much creeps as possible to get yourself farmed while looking out for any skirmishes that might break out near by so you can help out them instead of straight up going for objectives first which may seem too risky. Remember that you're the ADC, so you have an excuse to KS everything you see, because gold is extremely valuable on you.

Late Game

Late game is all about grouping as 5 to get baron and inhibitors to finally end the game. You should have your items by now if you haven't already, so you're an excellent siege or anti-siege threat with your kit. You can absolutely shred objectives with the mini-gun's attack speed, which will lead to surprisingly free objectives to enemy teams with low response times.

If you're ever in a situation where towers or inhibitors are too far out of reach to get to without your team getting engaged on though, simply use your 700 range rockets to hit inhibitors or towers from a safe distance while your team stands around to protect you until the job is done, or until the enemy team forces an engage in which case you should back off and zone them off with Flame Chompers.

And in either situation, remember your passive to sneakily finish of towers and get away to leave the enemy in a daze as the what just happened.

Jinx's passive does not work on Inhibitors! I learned this the hard way.

When it comes to Baron, Jinx can absolutely shred it with mini-gun, or play safe and hit baron over the wall with her rockets instead should the need to come up, although if a fight breaks out, you won't be able to respond in time, so be careful if you decide to do that. Generally, you should just use the mini-gun to shred it instead.

When you are behind and the enemy team is sieging you, look to toss out random Zap!s, Flame Chompers, and rockets whenever you can get in range to do so to harass them down, but make sure not to get too close, as the enemy team is probably looking to engage on you specifically.

Team Fights

Jinx is a devastatingly strong teamfighter with her CC and her AoE, but a dead ADC does no damage. Remember this. Always look to be auto attacking whenever you can, but do not do so if that will end up getting you killed.

When it comes to what gun you yous, normally you will be looking to use your mini-gun for it's intense single target damage to shred their front line, however normally you won't have this luxury, so you'll have to use rockets instead. If needed, drop down a combination of Flame Chompers and Zap! to deter aggressors and keep yourself safe.

You should also be looking to use your ulti on any high priority targets should the situation come up where you can do so. It's also a good idea to use it on a clumped up enemy team as well, and if the enemy team is still clumped up after that, it's a good idea to use your Q rockets on them as well for massive AoE damage. Remember, those things can crit.

Final Comments

All in all, Jinx is an ADC that brings more damage and CC combination than most, if not all other ADCs, but has high skill cap due to her all-in style of play so it will be difficult to get used to her. Just remember her limits, work with your team, play safe, and ban assassins and you will succeed with her.

And just blow this living crap out of everything that you see.

(Masteries to be added soon)

Comments

Yes, Hurricane amplifies the long range rocket damage on multiple targets pretty well, but for everyone who thinks that this makes Hurricane a must buy: When you actually play Jinx and are using Fishbones for more than 20% of the match, you're already doing it wrong. The situation, where you can fire your Hurricane rockets is rare, and it does not help you a single bit when the enemy Jax is diving you by himself. Maybe there are 2 people diving you, still, your Hurricane rockets won't do anything to help you there.

So please, for the love of all that is holy, stop it with those gimmicky builds and downvoting this guide, because you think Hurricane, BotRK-rush and Manamune have to be must-buys, and you think that this guide is bad because it builds differently than you think is optimal. (hint: you're probably wrong and should listen to this guide.)

To take shiv over hurricane will reduce dmg out put when there are 3 enemies around everytime. At two enemies you still get more dmg. This is because hurricane does not have reduced dmg so you hit the targets 2 to 3 times EACH per rocket shot. Also it procs instant grade 3 speed in minigun. Math: hurricane is 300% dmg no crit. Vs only shiv. 200%. The real question is do we want a frozen mallet as def item that also keep hurricane procs on champs. Or do we want more crit than ie+ the one rune trick some use.

The 1st point in Hardiness is worth 2 points, while the 2nd and 3rd points are worth 1.5 armor, wouldn't it be better to go 2 into hardiness, and 1 into resistance for the sake of mastery point efficiency?

Runnan's an awesome item on her indeed. My question is, what can you do without a good support? I am always with support that don't help me at all except of putting wards. Should I avoid Jinx for the time being ? I find it terribly hard to stay in a lane that's basically 1v2 due to her lack of escape and mobility.

Runaan's is a redundant item on her because she already has AoE auto attacks. Jinx doesn't scale well with attack speed in the first place, and instead scales a lot better with attack damage, critical strike, and lifesteal and that item doesn't provide any of it, so I personally think it's very bad and gimmicky on her.

Updated the guide again with more information on the Ulti thanks to HomerX, and a match ups and pairing's section.

I made an account just to make a comment about this character and not actually make a guide xD

Jinx's play style revolves around trading blows and abusing the range of her W and Fishbone before a duel. I see alot of people getting attack speed on Jinx first, and I feel like it isn't necessary. With only berserker greaves, she gets 1.7 attack speed with full stacks Pow Pow. This is huge, since some adc don't even get that much late game. IE=>LW=>PD

-BT vs IE- Sure, BT does have early sustain and dmg, and is considerably cheaper. The benefit of rushing IE is the crit aoe. This, is very OP mind you. You have a 6% lifesteal from runes (i usually rune 4 with 1 attack quints) and if you crit splash minions, you lifesteal ALL of them. By the time you max out Fishbone, the harrass and crits outdmg the actually blood thirster. Early LW makes sure that their team can't build armor against you, making you snowball even harder. Feel free to ask me questions about her :) or a friendly match